/Engine/Source/Runtime/Engine/Public/SceneView.h
A projection from scene space into a 2D screen region.
class FSceneView
TStaticArray<F...
AdditionalSelectionOutlineColors
Additional selection colors for the editor (used by post processing)
EAntiAliasingMe...
AntiAliasingMethod
The antialiasing method.
FTextureRHIRef
AtmosphereInscatterTexture
FTextureRHIRef
AtmosphereIrradianceTexture
FTextureRHIRef
AtmosphereTransmittanceTexture
Parameters for atmospheric fog.
FLinearColor
BackgroundColor
bool
bAllowCrossGPUTransfer
Allow cross GPU transfer for this view
bool
bAllowTemporalJitter
bool
bAllowTranslucentPrimitivesInHitProxy
True if we should draw translucent objects when rendering hit proxies
FVector
BaseHmdLocation
FQuat
BaseHmdOrientation
bool
bCameraCut
Whether we did a camera cut for this view this frame.
TOptional< bool...
bCameraMotionBlur
Whether to enable motion blur caused by camera movements
bool
bDisableDistanceBasedFadeTransitions
Whether we should disable distance-based fade transitions for this frame (usually after a large camera movement.)
bool
bForceCameraVisibilityReset
True if we need to force the camera to discard previous frames occlusion.
bool
bForcePathTracerReset
True if we should force the path tracer to reset its internal accumulation state
bool
bHasNearClippingPlane
bool
bHasSelectedComponents
True if any components are selected in isolation (independent of actor selection)
bool
bHMDHiddenAreaMaskActive
Whether this view should use an HMD hidden area mask where appropriate.
bool
bIsGameView
True if this scene was created from a game world.
bool
bIsInstancedStereoEnabled
True if instanced stereo is enabled.
bool
bIsLocked
Whether this view was created from a locked viewpoint.
bool
bIsMobileMultiViewEnabled
True if mobile multi-view is enabled.
bool
bIsMultiViewportEnabled
True if multi-viewport instanced stereo rendering is enabled.
bool
bIsOfflineRender
Whether this view is being used to render a high quality offline render
bool
bIsPlanarReflection
Whether this view is being used to render a planar reflection.
bool
bIsReflectionCapture
Whether this view is being used to render a reflection capture.
bool
bIsSceneCapture
Whether this view is being used to render a scene capture.
bool
bIsSceneCaptureCube
Whether the scene capture is a cube map (bIsSceneCapture will also be set).
bool
bIsViewInfo
For sanity checking casts that are assumed to be safe.
bool
bIsVirtualTexture
Whether this view is being used to render a runtime virtual texture.
bool
bOverrideGPUMask
Use custom GPUmask
bool
bRenderFirstInstanceOnly
Whether this view should render the first instance only of any meshes using instancing.
bool
bRenderSceneTwoSided
Whether to force two sided rendering for this view.
bool
bReverseCulling
True if ViewMatrix.Determinant() is negative.
bool
bSceneCaptureUsesRayTracing
Whether this view uses ray tracing, for views that are used to render a scene capture.
bool
bShouldBindInstancedViewUB
True if we need to bind the instanced view uniform buffer parameters.
bool
bStaticSceneOnly
Whether to only render static lights and objects.
bool
bUseFieldOfViewForLOD
Whether to use FOV when computing mesh LOD.
bool
bUsePixelInspector
Whether to use the pixel inspector
FIntRect
CameraConstrainedViewRect
Aspect ratio constrained view rect.
TOptional< FMat...
ClipToPrevClipOverride
Matrix overrides PrevViewToClip in the view uniform buffer.
FLinearColor
ColorScale
Color scale multiplier used during post processing
FConvexVolume
CullingFrustum
Monoscopic culling frustum, same as ViewFrustum in case of non-stereo
FVector
CullingOrigin
Monoscopic culling origin, same as the view matrix origin in case of non-stereo
FName
CurrentBufferVisualizationMode
Current buffer visualization mode
FName
CurrentGPUSkinCacheVisualizationMode
Current GPU Skin Cache visualization mode
FName
CurrentGroomVisualizationMode
Current Groom visualization mode
FName
CurrentLumenVisualizationMode
Current Lumen visualization mode
FName
CurrentNaniteVisualizationMode
Current Nanite visualization mode
FName
CurrentStrataVisualizationMode
Current Substrate visualization mode
FName
CurrentVirtualShadowMapVisualizationMode
Current Virtual Shadow Map visualization mode
FName
CurrentVisualizeCalibrationColorMaterialName
Current visualize calibration color material name
FName
CurrentVisualizeCalibrationCustomMaterialName
Current visualize calibration custom material name
FName
CurrentVisualizeCalibrationGrayscaleMaterialName
Current visualize calibration grayscale material name
FIntPoint
CursorPos
-1,-1 if not setup
float
DesiredFOV
FVector4f
DiffuseOverrideParameter
These can be used to override material parameters across the scene without recompiling shaders.
EDrawDynamicFla...
DrawDynamicFlags
FViewElementDra...
Drawer
An interaction which draws the view's interaction elements.
uint64
EditorViewBitflag
The set of (the first 64) groups' visibility info for this view
FSceneViewState...
EyeAdaptationViewState
constFSceneVie...
Family
constERHIFeatu...
FeatureLevel
Feature level for this scene
TArray<FPostPr...
FinalPostProcessDebugInfo
FFinalPostProce...
FinalPostProcessSettings
The final settings for the current viewer position (blended together from many volumes).
float
FOV
Actual field of view and that desired by the camera originally
FPlane
GlobalClippingPlane
Global clipping plane being applied to the scene, or all 0's if disabled.
FRHIGPUMask
GPUMask
The GPU nodes on which to render this view.
TSet<FPrimitiv...
HiddenPrimitives
The primitives which are hidden for this view.
TUniformBufferR...
InstancedViewUniformBuffer
Instanced view uniform buffer held on the primary view.
FVector4f
InvDeviceZToWorldZTransform
Vector used by shaders to convert depth buffer samples into z coordinates in world space
FShaderResource...
LandscapeIndirectionBuffer
Landscape rendering related data
FShaderResource...
LandscapePerComponentDataBuffer
FVector4f
LensPrincipalPointOffsetScale
In some cases, the principal point of the lens is not at the center of the screen, especially for overlapped tile rendering.
float
LODDistanceFactor
Multiplier for cull distance on objects
float
MaterialTextureMipBias
Mip bias to apply in material's samplers.
int32
MaxShadowCascades
Maximum number of shadow cascades to render with.
float
NearClippingDistance
FPlane
NearClippingPlane
FVector4f
NormalOverrideParameter
FVector
OriginOffsetThisFrame
World origin offset value. Non-zero only for a single frame when origin is rebased
FLinearColor
OverlayColor
TOptional< uint...
OverrideFrameIndexValue
The frame index to override, useful for keeping determinism when rendering sequences.
FVector
OverrideLODViewOrigin
For ortho views, this can control how to determine LOD parenting (ortho has no "distance-to-camera")
int32
PlayerIndex
Player index this view is associated with or INDEX_NONE.
TOptional< FTra...
PreviousViewTransform
EPrimaryScreenP...
PrimaryScreenPercentageMethod
Primary screen percentage method to use.
int32
PrimaryViewIndex
For stereoscopic rendering, view family index of the primary view associated with this view
FMatrix
ProjectionMatrixUnadjustedForRHI
FVector2D
RoughnessOverrideParameter
FSceneViewInitO...
SceneViewInitOptions
FLinearColor
SelectionOutlineColor
Selection color for the editor (used by post processing)
FViewMatrices
ShadowViewMatrices
Normally the same as ViewMatrices unless "r.Shadow.FreezeCamera" is activated
TOptional<TSet...
ShowOnlyPrimitives
The primitives which are visible for this view.
FVector4f
SpecularOverrideParameter
TBitArray
SpriteCategoryVisibility
BitArray representing the visibility state of the various sprite categories in the editor for this view
FSceneViewState...
State
Can be 0 (thumbnail rendering)
EStereoscopicPa...
StereoPass
For stereoscopic rendering, whether or not this is a full pass, or a left / right eye pass
int32
StereoViewIndex
For stereoscopic rendering, unique index identifying the view across view families
FLinearColor
SubduedSelectionOutlineColor
Selection color for use in the editor with inactive primitives
FVector
TranslucentSortAxis
Sort axis for when TranslucentSortPolicy is SortAlongAxis
TEnumAsByte<ET...
TranslucentSortPolicy
Translucent sort mode
FIntRect
UnconstrainedViewRect
Raw view size (in pixels), used for screen space calculations
float
UnderwaterDepth
How far below the water surface this view is. -1 means the view is out of water.
const FIntRect
UnscaledViewRect
Final position of the view in the final render target (in pixels), potentially constrained by an aspect ratio requirement (black bars)
constAActor&#...
ViewActor
The actor which is being viewed from.
FConvexVolume
ViewFrustum
FVector
ViewLocation
Variables used to determine the view matrix
FViewMatrices
ViewMatrices
FRotator
ViewRotation
TUniformBufferR...
ViewUniformBuffer
The uniform buffer for the view's parameters.
FShaderResource...
WaterDataBuffer
FShaderResource...
WaterIndirectionBuffer
Water rendering related data
float
WorldToMetersScale